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Using Robotics and Game Design to Enhance Children’s Self-Efficacy, STEM Attitudes, and Computational Thinking Skills

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Abstract

This paper describes the findings of a pilot study that used robotics and game design to develop middle school students’ computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students’ pre–post self-efficacy scores on the construct of computer use declined significantly, while the constructs of videogaming and computer gaming remained unchanged. When these constructs were analyzed by type of learning environment, self-efficacy on videogaming increased significantly in the combined robotics/gaming environment compared with the gaming-only context. Student attitudes toward STEM, however, did not change significantly as a result of the study. Finally, children’s computational thinking (CT) strategies varied by method of instruction as students who participated in holistic game development (i.e., Project First) had higher CT ratings. This study contributes to the STEM education literature on the use of robotics and game design to influence self-efficacy in technology and CT, while informing the research team about the adaptations needed to ensure project fidelity during the remaining years of the study.

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Acknowledgments

This material is based upon work supported by the National Science Foundation (DRL #1311810). Any opinions, findings, conclusions, or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation. The authors thank the teachers and students throughout Wyoming for their participation in the study.

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Correspondence to Jacqueline Leonard.

Appendices

Appendix 1: Robotics worksheet

figure a

Appendix 2: Computational thinking rubric

CT components

Emerging (1)

Moderate (2)

Substantive (3)

Formulating problems

If–then statements unclear in terms of problem goals (e.g., “Can pigs fly?”)

If–then statements create conditions allow agent to move through program using a single condition (e.g., if you see a ghost move left)

If–then statements more complex and agent moves to more than one set of criteria (e.g., if you see a ghost and a scarecrow move to the left and/or up)

Abstraction

Agent and background resemble tutorial in Frogger game

Agent or background is non-traditional and created by the student

Agent and background are non-traditional and created by the student

Logical thinking

If–then statements do not follow logical path (e.g., agent is stuck and cannot move through the program)

If–then statements follow logical path with some complexity (e.g., agent moves through the program but no real challenges)

If–then statements follow logical path with more complexity (e.g., agent moves through program but can run into danger)

Using algorithms

No evidence of algorithmic use (i.e., game cannot keep score)

Some evidence of algorithm use (i.e., the game can keep score)

Evidence of algorithm use and final score (i.e., the games keeps score and says “you won”)

Analyzing and implementing solutions

No evidence of the ability to debug the program

Some evidence of debugging

Strong evidence of debugging

Generalizing and problem transfer

Game resembles Frogger example

Game has some evidence of Frogger but some differences

Game is not similar to Frogger at all and shows creative use of knowledge transfer

Use of pop gaming culture

No evidence of including elements from other off-shelf games

Some similarities to current off-shelf games

Substantial modeling or similarities to current off-shelf games with improvements and/or significant modifications

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Leonard, J., Buss, A., Gamboa, R. et al. Using Robotics and Game Design to Enhance Children’s Self-Efficacy, STEM Attitudes, and Computational Thinking Skills. J Sci Educ Technol 25, 860–876 (2016). https://doi.org/10.1007/s10956-016-9628-2

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